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That slop/rotation inertia I mentioned above is definately more prevalent with the gyros off so it must be the thrusters and the gyros together making the ship handling very precisely. Maybe I can just get away with less gyros now and get the feel I'm used to and save some weight.
Also, you can definately feel it using the other thrusters in other directions to correct for unwanted rotation. Unbalanced ships fly much straighter now. Nice work there.
It's fixable: when acceleration gets close to zero, capture the I-term. Then when speed gets close to zero, reload the I-term with captured value. However, this needs to be done on each axis separately, which complicates things.
Here is an interesting fact: in old source project, which kept firing thrusters at full blast all the way to zero rotation, the stopping was even more stiff and abrupt. I actually had to artificially throttle down the engines at low angular velocities as well as devise the algorithm that can more or less reliably choose whether this "toning down" is appropriate.
P.S. Have you tried Flight Assist again and does it work?
The plus side to the precise manuevering is that I don't need to turn gyros down as much when targeting something while using a zoomed in camera as it is much easier to be more precise while moving the cursor onto the target, so that is a good thing.
What's up with the undocking with thrusters on and the ship goes crazy? Is that fixable as well? If I land on an uneven surface and don't lock all my gear and have my thrusters off when I unlock the gear, it will fall a little to level itself on the surface due to gravity. So I always turn my thrusters on before unlocking but now I can't or the ship will go nuts.It seems like it is the physics bug that occurs sometimes when unlocking gear because the ship not only goes nuts but it also seems to have physics not working right as parts of the debris after the inevitable crash seem to float and not obey physics.
The space bar thing makes thruster work when inverted like you said.
Then I tagged the thrusters manually [THR] since scripts aren't working. Now when ever the thrusters are on and dampers are on or off, and you unlock the landing gear it hops off the pad and starts to buck and pitch and roll in all directions like physics is messed up with thrusters pulsing. You can still control the ship but barely, eventually you loose the battle and it flips over and smash. If you have the thrusters off and unlock the gear, this does not happen. This is what I thought you were talking about in your description when you said turn tagged thrusters off when docked or you will loose control.
After the ship flips over and crashes, some of the debris has no physics and will just float there in the air or slightly drift in the air or along the ground in some random direction. This makes me think it is related to that physics bug that happens sometimes when you unlock landing gear and physics gets all weird for the ship. However, that happens very rarely in the vanilla game. With this mod it happens every time.
There was an obscure division by zero in mod's code that would occasionally trigger when undocking from a station. Fixed it.
1. Land the ship on a static platform,
2. Disable ID,
3. Without leaving the cockpit, save the game, leaving landing gear unlocked,
4. EXIT THE GAME COMPLETELY (mere reload won't trigger this bug),
5. Restart the game and load the world,
6. Lock the gear,
7. Turn ID on,
8. Unlock the gear. The ship will get trampolined into the air with 100 % certainity. In unmodded world the vessel will head straight up. In a modded world the ship will tilt.
What I believe happens is that when the gear is unclamped and the ship becomes a dynamic entity again, the game (not the mod) fires some of its engines on its own for a split second. Because untagged thrusters are not controlled by the mod in any way, this kick can continue unchecked. However, if engines are tagged, then the mod instantly sees the movement that doesn't make any sense and promptly returns the ship to the correct position.
In theory, yes. You'll need to leave 6 untagged thrusters and use script-based autopilot. The RC autopilot will still not work.